Balanced Annihilation 7.31 - Page 9

Balanced Annihilation 7.31

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smoth
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Re: Balanced Annihilation 7.31

Post by smoth » 04 Apr 2011, 17:44

+1 to hoi
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sillynanny
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Re: Balanced Annihilation 7.31

Post by sillynanny » 04 Apr 2011, 20:15

Please make Bantha's shots more visible. The ones that come out of its "hands".
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Yuri
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Re: Balanced Annihilation 7.31

Post by Yuri » 04 Apr 2011, 20:29

I've recently discovered that Screamer has the muzzle smoke puff misplaced. It comes like from the center of it instead of the 'launch tube' side. I know that it's really a minor thing.
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klapmongool
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Re: Balanced Annihilation 7.31

Post by klapmongool » 04 Apr 2011, 23:42

hoijui wrote:you should not/can not adjust GUI stuff to current release MT version of spring. it needs re-factoring (being done by zerver already) first. so a much better idea is to fix CPU ineffective Lua code now.
And what is the ETA on that? Cos this is exactly what is being said for a long time now. Besides, i just wanna know what code works atm; im not talking about adjusting the code to MT. So ty for your irrelevant reply.

What gui and widgets are you guys using with MT?
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smoth
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Re: Balanced Annihilation 7.31

Post by smoth » 05 Apr 2011, 01:13

klapmongool wrote:(I dont need to hear that MT is not being supported, its about time we start adjusting to it).
im not talking about adjusting the code to MT. So ty for your irrelevant reply.
than what are you suggesting?
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Pxtl
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Re: Balanced Annihilation 7.31

Post by Pxtl » 05 Apr 2011, 03:09

smoth wrote:
klapmongool wrote:(I dont need to hear that MT is not being supported, its about time we start adjusting to it).
im not talking about adjusting the code to MT. So ty for your irrelevant reply.
than what are you suggesting?
I think he meant that *players* should adjust to MT, not widgets themselves. He just wanted to create a list of MT-friendly widgets and maybe gut out MT-unfriendly code if it salvages a feature for MT.

Not actually reworking the widgets to work on MT.
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Floris
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Re: Balanced Annihilation 7.31

Post by Floris » 05 Apr 2011, 03:12

I've got a suggestion to change the behavior of newly initiated buildings being shot at. Cause this behavior is being (ab)used a lot when it comes to:
- starting buzzsaws/vulcans to protect a base from incomming bertha fire.
- starting a llt in front of a com to protect it from incomming janus fire and then dgun those janusses.
- repeat starting metalstorage in front of a hlt to protect it from incomming (samson) fire.

So my point is: newly initiated buildings shouldn't block incomming fire at least till they are like 10...15 % build


Another suggestion is to lower the turn rate of bombers since bombers can just bomb without any consequences from ground aa if you have the bomber widget and queue a move command after the attack command. And I dont see a solution in increasing the range of ground aa.
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Floris
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Re: Balanced Annihilation 7.31

Post by Floris » 05 Apr 2011, 06:19

and.... disable radar on crashing radarplanes?
so annoying when you have lots of fighters but they dont instantly kill a radarplane, instead they crash slowly going further in you base while scouting all of it.
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Wombat
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Re: Balanced Annihilation 7.31

Post by Wombat » 05 Apr 2011, 08:19

Floris wrote: - starting buzzsaws/vulcans to protect a base from incomming bertha fire.
- starting a llt in front of a com to protect it from incomming janus fire and then dgun those janusses.
- repeat starting metalstorage in front of a hlt to protect it from incomming (samson) fire.
hell no. its pro. im sorry ur bb spam is uneffective. and samson spam.
Floris wrote: So my point is: newly initiated buildings shouldn't block incomming fire at least till they are like 10...15 % build
hlt. beamer etc. go figure
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klapmongool
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Re: Balanced Annihilation 7.31

Post by klapmongool » 05 Apr 2011, 08:30

Pxtl wrote:
smoth wrote: klapmongool wrote:
klapmongool wrote:(I dont need to hear that MT is not being supported, its about time we start adjusting to it).

Quote:
im not talking about adjusting the code to MT. So ty for your irrelevant reply.
than what are you suggesting?
I think he meant that *players* should adjust to MT, not widgets themselves. He just wanted to create a list of MT-friendly widgets and maybe gut out MT-unfriendly code if it salvages a feature for MT.

Not actually reworking the widgets to work on MT.
Exactly!
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Beherith
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Re: Balanced Annihilation 7.31

Post by Beherith » 05 Apr 2011, 11:14

Pxtl wrote: gut out MT-unfriendly code if it salvages a feature for MT.
=
reworking the widgets to work on MT.
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macbeth
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Re: Balanced Annihilation 7.31

Post by macbeth » 05 Apr 2011, 11:50

Wombat wrote:
Floris wrote:
hell no. its pro. im sorry ur bb spam is uneffective. and samson spam.
samson spam is really annoying...
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Johannes
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Re: Balanced Annihilation 7.31

Post by Johannes » 05 Apr 2011, 13:55

Floris wrote:Another suggestion is to lower the turn rate of bombers since bombers can just bomb without any consequences from ground aa if you have the bomber widget and queue a move command after the attack command. And I dont see a solution in increasing the range of ground aa.
Ugh, worst suggestion ever... BA planes are way too unresponsive pieces of shit as it is already, rather the opposite is needed.
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klapmongool
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Re: Balanced Annihilation 7.31

Post by klapmongool » 05 Apr 2011, 14:37

Beherith wrote:
Pxtl wrote: gut out MT-unfriendly code if it salvages a feature for MT.
=
reworking the widgets to work on MT.

Actually salvaging, although only a small part as compared to simply determining what widgets are already MT friendly, is not the same as reworking. It is like taking that single untouched wheel from a car wreck instead of trying to get the whole car to work again.
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smoth
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Re: Balanced Annihilation 7.31

Post by smoth » 05 Apr 2011, 14:42

Wombat wrote:
Floris wrote: - starting buzzsaws/vulcans to protect a base from incomming bertha fire.
- starting a llt in front of a com to protect it from incomming janus fire and then dgun those janusses.
- repeat starting metalstorage in front of a hlt to protect it from incomming (samson) fire.
hell no. its pro. im sorry ur bb spam is uneffective. and samson
no it is just an exploit for a shitty game mechanic.
Actually salvaging, although only a small part as compared to simply determining what widgets are already MT friendly, is not the same as reworking. It is like taking that single untouched wheel from a car wreck instead of trying to get the whole car to work again.
in your analogy it would be like only recovering a few head gaskets, rims and maybe a seat cover hardly a car not functional in any way because you still need a car, refactoring will not solve the issue only work at the engine level can
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Wombat
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Re: Balanced Annihilation 7.31

Post by Wombat » 05 Apr 2011, 14:47

no its clearly awesome
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Pxtl
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Re: Balanced Annihilation 7.31

Post by Pxtl » 05 Apr 2011, 16:27

This is BA. Bugs are features. Nano-shielding is totally intuitive and awesome.
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Wombat
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Re: Balanced Annihilation 7.31

Post by Wombat » 05 Apr 2011, 16:30

and i received silly warn for saying ca noobs come here and talk shit...

also in ca its even easier coz nano-shielding doesnt disappear after few secs.

pwnd
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klapmongool
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Re: Balanced Annihilation 7.31

Post by klapmongool » 05 Apr 2011, 16:30

smoth wrote:
Actually salvaging, although only a small part as compared to simply determining what widgets are already MT friendly, is not the same as reworking. It is like taking that single untouched wheel from a car wreck instead of trying to get the whole car to work again.
in your analogy it would be like only recovering a few head gaskets, rims and maybe a seat cover hardly a car not functional in any way because you still need a car, refactoring will not solve the issue only work at the engine level can
Lol. You guys seem to fail at understanding text, possibly due the combined effects of tunnel vision and 'group think'. I'll just keep it to 'I am right, you fail' for now.
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smoth
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Re: Balanced Annihilation 7.31

Post by smoth » 05 Apr 2011, 16:33

By all means make a personal attack on the very people trying to help you
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